Note
This documentation contains a lot more technical terms and assumes some level of engine knowledge. If you would like a step by step approach to understanding the examples, you should navigate to the Scripting Examples page.
Overview
The Response Component is the critical part of responding to an event. It contains all the setup to handle responses and automatically registers with the Event Subsystem. It’s implementation to handle a response can be overridden in a custom Blueprint subclass if wishing to not use the traditional response workflow.
This component is designed to be set up at editor time only. While it is in theory possible to add them at runtime to actors and setup it’s parameters, responses cannot be instanced inside the Blueprint Graph. As a result it makes it very difficult to work with unless using a custom version that skips the responses entirely.
Blueprint API
Functions:
On Global Event Received- Allows the user to handle a tag event. By default this starts iterating responses, however you may decide to go for a custom workflow. It has 2 parameters:Instigator- The Actor that was responsible for firing this eventWorldContext- The World that the Instigator exists in
Variables:
Bound Gameplay Tag- The Gameplay Tag this component should respond to. You can add a new one from this menu as well as theProject Settings.Response Delay- The amount of time to wait before dispatching the first responseMax Invocations- The amount of times this component will execute responses before disallowing more. If set to-1, this will be limitless. Do not use0Respond On Specific Actor- Can be set to a specific actor instance, useful if multiple things use the same tagResponses- An array of Instanced Objects that form the basis of the response functionality, More can be read in the Response Objects page